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Gameplay - Movement Archetypes


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#21 SFSW

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Posted 02 July 2013 - 01:33 PM

Heavies are now largely functionally useless in battle. Easily predictable limited valley paths to track them, blocked from even the slightest inclines, slow movers now even slower, etc, etc, etc. Hopefully, these changes can be largely reversed. Although I was amused at how the game is so wildly different like this, I've pretty much decided I'm done playing for now as it's just not practical to be involved in a battle any more in the heavier mechs that I like to use. Now watching for future updates...

#22 Exoth3rmic

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Posted 02 July 2013 - 01:46 PM

View PostfleshwoundNPG, on 02 July 2013 - 12:04 PM, said:

Came to a standstill a couple of times in Canyon...by small rocks.

Like the concept, not the execution.


This. I'm in a jenner, running rings around my target, hit a tiny crater lip and come to a dead stop - obviously this results in death.

Make an immediate pass on all the maps to smooth this out.

#23 Zephyon

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Posted 02 July 2013 - 01:51 PM

Heavy and Assault Mechs are crippled to an extent that makes them extremly hard to manouver, or/and makes them unusable on maps like Alpine, Canyon Network, and that large desertmap, of which i have forgotten the name of.

The game may be more realistic now, but 45° should not be a problem for a Mech of any weight class since they have legs not wheels or treads.

The slower moving speed while climbing is reasonable and a nice idea, but it should not be so strict.

And of cause there is the thing with getting stuck on any little rock or piece of dirt on the ground -> extremly annoying.

#24 Raso

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Posted 02 July 2013 - 01:51 PM

As I said in another topic, some maps need a pass on their Geo now.

On river city the upper city base is too well fortified. There needs to be more points of egress on to the upper levels of the canyon near both starting point on canyon network. The geo along the ridges all over Alpine Peak need to be smoothed over because they are inconsistent in where you can and can not pass or climb over.

Aside from that I' really enjoying the changes. I'm seeing more mediums on the field and that's a good thing.

Edited by Raso, 02 July 2013 - 01:51 PM.


#25 Beodin

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Posted 02 July 2013 - 02:02 PM

Yeah, getting stuck on the lips of craters in tourmaline desert. Also any pebble in every other map, everything everyone else is saying about how this game has been screwed by these mechanics is defiantly happening to me too.

MY QUESTION: IF I have to walk slowly up a slope, why don't i get a speed boost walking down the same slope? EAH EAH TELL ME THAT ONE!

#26 The Scotsman

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Posted 02 July 2013 - 02:03 PM

the idea is neat. seeing it in practice, not so much. without jump jets or a sparkly path to follow, forget climbing up anything. mechs are slowing and even getting stuck on just rocks in an otherwise open plane. not boulders, just rocks. any kind of hill? forget it. i have already had several matches today where i've done nothing the whole match, other than try to find my way up a damned hill. nothing. no cap, no damage, no anything. just staring at a tiny hill. i understand it could add some diversity to the matches, but it should be more obvious what you CAN and CAN'T climb. otherwise, you wast precious time only to find out, well, that all you've done is waste precious time. if this is to be implemented to stay, i'd say we need to make more paths and make those paths more obvious. otherwise, it's like has been mentioned already: whoever starts with the high ground, has an unbalanced advantage.

#27 Homeless Bill

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Posted 02 July 2013 - 02:08 PM

View PostThe Scotsman, on 02 July 2013 - 02:03 PM, said:

it should be more obvious what you CAN and CAN'T climb.

This. Player feedback is one of the most important commandments of game design.

You guys need to do a texture pass on all maps to make it more explicit, slow the rate of deceleration, and/or maybe make a 15kph minimum speed on surfaces less than 55 degrees

#28 Mazgazine1

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Posted 02 July 2013 - 02:16 PM

The only problem I really encountered with the new slope system was on river city - the cars and statues stop you DEAD.

The worst part is you can't even see them..

So the only thing I would like fixed is how you interact with small but "bumpy" objects as they should either explode or get out of the way, instead of slowing you down.

#29 ArchMage Sparrowhawk

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Posted 02 July 2013 - 02:19 PM

I think a mech would be able to traverse 45 degree angles. I can walk up a 45 degree angle, so why can't a mech, with metal claw feet, walk up a 45 degree angle mound of dirt or rock.

I mean...a 45 degree angle is not steep. At all. So what gives?

#30 DeathlyEyes

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Posted 02 July 2013 - 02:23 PM

An M1A1 abrams tank weighs 65 tons and can climb a 60 degree incline. Mechs exist because they hold a maneuverability advantage to tanks. Why would a mech not be able to climb a 60 degree incline as well. This puzzles me. I agree with slowing mechs down at increased inclines but not limiting movement to the point where movement is worse than current technology. That just doesnt make sense.

#31 Kelito

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Posted 02 July 2013 - 02:30 PM

Hate it, hate it, hate it! The idea of slowing down when going up an incline is fine, but they need to increase the slope from 45 to something a little more realistic like 65. I mean really, and the getting stuck on a tiny rock right in the middle of a death dance is pretty much a death sentence. So far, have played all maps and I have to say, only won one match, because we had all fasties. If you have a mixed tonnage team on any map other than river city, you are pretty much guaranteed a loss, unless you get the side that doesn't have any slopes larger than 44.9 degrees. What a terrible implementation... Are y'all proud of yourselves?

View PostMazgazine1, on 02 July 2013 - 02:16 PM, said:

So the only thing I would like fixed is how you interact with small but "bumpy" objects as they should either explode or get out of the way, instead of slowing you down.

This made me laugh...TRUE, but made me laugh...

#32 Tennex

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Posted 02 July 2013 - 02:39 PM

use a different set of categories for world hit box [size] and for hill movement

Movement up a hill should be based on tonnage. Not on size of mechs. There is no wind friction/drag force. So how big the mech is should not matter. (especially in this game, where there doesn't seem to be a correlation between tonnage and size)

The only important forces involved is mass (tonnage) and friction, which i'm sure they can use an arbitrary number that feels right for now.

Posted Image

But even if they don't use the actual formula they could at least base incline movement on tonnage rather than dimensions

Edited by Tennex, 02 July 2013 - 09:28 PM.


#33 BookWyrm

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Posted 02 July 2013 - 02:39 PM

When using jump jets if you land on the edge of a plateau, outcropping, etc. you come to a dead stop if distance is misjudged. Issue should be fixed, if set to full throttle jump jets should still have a small amount of forward momentum.

#34 BINDLETORC

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Posted 02 July 2013 - 02:47 PM

the idea is great but it really feels forced and not natural. getting stuck on all sorts of things as well, cars and trucks and rails in River, stones on Canyon, snow on Alpine. JJs are not useful to navigate these issues without forward momentum that has been halted. (I have only been of the aforementioned maps since the patch)
i suppose the really big issue to me is how un-natural it feels.like someone saw you sneaking around where you shouldn't be and suddenly grabbed your arm to hold you back.
love the new sound of LRMs crashing into your armour. wish i hadn't heard it though.

#35 Tie Ma

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Posted 02 July 2013 - 02:48 PM

now that we have this in place. can we get rid of that awkward slide. its very odd feeling; the hills arn't greased up

#36 Tennex

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Posted 02 July 2013 - 02:49 PM

View Postbindletorc, on 02 July 2013 - 02:47 PM, said:

the idea is great but it really feels forced and not natural. getting stuck on all sorts of things as well, cars and trucks and rails in River, stones on Canyon, snow on Alpine. JJs are not useful to navigate these issues without forward momentum that has been halted. (I have only been of the aforementioned maps since the patch)
i suppose the really big issue to me is how un-natural it feels.like someone saw you sneaking around where you shouldn't be and suddenly grabbed your arm to hold you back.
love the new sound of LRMs crashing into your armour. wish i hadn't heard it though.


if they actually used physics formulas to simulate it it wouldn't feel so awkward.

I hope this is a placeholder

Edited by Tennex, 02 July 2013 - 02:50 PM.


#37 Lightfoot

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Posted 02 July 2013 - 02:53 PM

Little rock piles stop my mech and they shouldn't. Realistically.

#38 EndGame8968

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Posted 02 July 2013 - 02:54 PM

Super happy about this, but alpine needs balance work.

#39 Revorn

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Posted 02 July 2013 - 03:02 PM

I feel about like a realy great Idea. :) I guess it could have an impact on this, too many Heavy and Assault Mechs Ingame Problem and give Mediums a reason to be choosen again. Good Job.


Well oki, Reework of some locations is needed, indeed. But iam sure you Guys at PGI know this.

#40 keith

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Posted 02 July 2013 - 03:07 PM

needs tuning. if a mech hits a 45 degree slope it should not stop dead. an object in motion wishes to stay in motion, newtons first laws, u are not following this. a 45 degree slope would not be enough to stop a 100 ton object. yes it makes sense to stop current meta, but it will not add it future game play any once pual address gameplay balance.

http://en.wikipedia...._laws_of_motion

Edited by keith, 02 July 2013 - 03:11 PM.






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